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Life Skills
August 26, 2026 at 01:45 PM
Separated the two published groupings of life skills instead of presenting them as one list from the studio
Skills are how your character actually progresses in Soulbound: Online. There are fourteen of them, split into combat, gathering and artisanal groups, and each keeps its own experience pool and levels on its own. The gathering and artisanal skills are the cozy, productive half of the game: they run in the shared overworld and supply the materials behind crafting and base building and the player economy.
Skill | Group | What It Does |
|---|---|---|
Foraging | Gathering | Collects materials from wild plant nodes using gloves, shovels and spiles |
Mining | Gathering | Collects ore from nodes across the overworld with a pickaxe |
Fishing | Gathering | Catches marine items from fishing schools with a rod |
Farming | Gathering | Plants seeds and grows produce for cooking, at the homestead or in apartment farming plots |
Hacking | Gathering | Extracts components from robotic hacking nodes with a hacking tool; nodes and tools both run from Tier 1 to Tier 6 |
Chemistry | Artisanal | Brews potions that grant buffs; higher levels unlock stronger recipes |
Cooking | Artisanal | Turns produce and other ingredients into food at a kitchen |
Crafting | Artisanal | Also called fabrication. Produces the component materials used in gearforging |
Gearforging | Artisanal | Also called smithing. Forges advanced weapons and armor at specialised stations |
The remaining five skills are combat skills, covered on the Classes and Abilities page: Strength, Knowledge, Dexterity, Technology and Marksmanship. Levelling any skill unlocks content tied to it, from the seeds you can plant to the gear you can equip, and completing skill milestones feeds into achievements.
Two different groupings come from the studio. Its player-housing update puts farming, mining, foraging and hacking together as the ways to gather materials outside dungeons, and its roadmap entry on new ways to level life skills names fishing, hacking and mining. Cooking sits alongside all of them as the skill that feeds stamina back into everything else.
Hacking nodes are tiered, and the lockbox you crack decides both the experience and the drop. A higher-tier hacking tool reaches lower-tier nodes as well, so one upgrade covers everything beneath it.
Tier | Lockbox | Primary Drop | Charged Cell |
|---|---|---|---|
1 | Small Lockbox | Red Key Drive | No |
2 | Medium Lockbox | Green Key Drive | No |
3 | Large Lockbox | Yoku Data Chunk or Blue Key Drive | No |
4 | Broken Bot | Yoku Data Dump | Yes |
5 | Encrypted Lockbox | Yoku Data Core | Yes |
6 | Quantum Lockbox | Yoku Data Nexus | Yes |
The Charged Cell arrived with Patch 4 as a high-tier generator fuel. It produces three times as much power as coal and comes out of Tier 4 to Tier 6 hacking nodes, with the chance rising as the tier does. If you run your base as a factory, that is the main reason to push hacking past the middle tiers. A Tinkering Sigil can also drop from any lockbox tier, at a very low rate that creeps up slightly with tier.
Patch 2 widened where hacking experience comes from. Large Lockboxes now grant Hacking XP when they reward a Blue Key Drive, where previously only the Yoku data chunks paid out. The lockbox contents above are player-recorded rather than published, so the live drop tables may differ.

Gathering runs on stamina rather than health. Each gathering action costs three stamina, and a failed hack or a fish that gets away does not charge you. Stamina refills passively over time, even while you are logged off, and is topped up faster by eating stamina food or resting in one of the world's cafes. Health is the separate bar that matters in dungeons, restored by food, potions, a mid-run healing oasis, or simply leaving the run.
Because the economy is player-driven, the goods you produce have value to other players as well as to your own character. Investing in life skills is a path to both self-sufficiency and trade, alongside the gear progression covered on Gear and Cosmetics.
You earn experience by doing the thing: dealing damage raises Strength, using an ability raises the skill that ability belongs to, picking wild plants raises Foraging, and so on. An experience counter appears in the corner of the screen and vibrates on the skill you just fed. The skills window tracks a combined total level across all fourteen. Player-recorded level caps for individual skills conflict with the levels named in achievement milestones, so no single ceiling is settled for the current build.
Each skill keeps its own experience pool and gates which gear you can equip or which materials you can gather and craft, so leveling skills is part of overall progression rather than a side activity. The materials and food you produce also feed your crafting stations.
Skill names, groupings and level ceilings describe the Early Access build and may be tuned during Early Access.
Patch 4 reworked several parts of the gathering and farming layer:
Hacking and mining nodes now appear more often and with higher density.
Higher-tier farming rewards appropriate experience instead of paying less than Tier 4 farming did.
Seed growth timers were adjusted for Tiers 4 to 6.
Bud's requirements for buying seeds were aligned to the farming level requirements, so what he will sell you now matches what you can actually plant.
Live fishing events changed a week earlier, in Patch 3. Events used to stop counting participation once a server-wide contribution bar filled. That global cap was removed, and reaching 10 personal contribution during an event now qualifies you for rewards on your own account, whatever the rest of the server does.